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    Dragon's Dogma

    Game » consists of 6 releases. Released May 22, 2012

    Capcom makes an ambitious undertaking with this 2012 Open World Action-RPG.

    A few newbie questions.

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    Tennmuerti

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    #1  Edited By Tennmuerti

    I've been playing for a couple of days and some stuff started to acumulate, brewing in my head, would be awesome if anyone knew the answers to these and could help out:

    • Is there a way to heal escorts? Besides the healing spell. I recently aswitched my main pawn frpom mage to sorcerer and i notice that the escorts dont regen at all, before my pawn used to heal them up. Considering how much time you spend hauling everyones asses around the continent them dying half way is a huge pain in the neck, and I don't want to tow a healer around just for that. (i just dont need a healer in the party atm, i'm getting overburdened by healin items)
    • It has been said that you can mix and match Augments. But i'm not seeing some of them reflected in the stats. For example the Fighter augment that gives 100 health is instantly visible in your stats, but the magic protection from Sorcerer or normal protection from Warrior altho say they give +50 on the wiki dont change my defensive stats at all. Are they even working? Is it a bug or supposed to be like that?
    • What are the most usefull weapon enchants to roll with? Considering you are kind of limited in your selection. I found that fire is great for a lot of monsters but beyond that it's a tossup frost/lightning. And something like Dark i have not yet seen a single creature weak to it :/
    • Do any Core skills transfer over classes? (i'm asking because core skills are purchased but you don't set them so can't see) Like for example Levitate, is it only enabled for mage/sorc or if i switch will say a warrior retain it?
    • When do you start getting thsoe Phase Crystals or whatever that you can set to teleport to? I'm 30+ and have not found a single one. traveling from A to B is the most time consuming boring thing :/
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    Sterling

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    #2  Edited By Sterling
    • I don't think you can heal them yourself by giving them anything, but some times a Pawn mage can I think. I have seen an escort go up in health only once, and honestly not sure how or why.
    • Not all Augments carry over to every class. If its in your list to change skills once you change your vocation then it should be working.
    • Holly and Fire seem to be the most helpful
    • No, core skills are for their vocation only.
    • The first one you get is in the Bluemoon Tower, the place Patrick goes to in the QL. And I think that may actually be the only one.
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    jacksukeru

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    #3  Edited By jacksukeru

    If no one minds I'd like to also ask a question.

    Is there a way to know when progress in a main quest will lock out a sidequest? I've missed two so far, one of which I was kind of upset that I missed.

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    Sackmanjones

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    #4  Edited By Sackmanjones

    I too would like to ask a question. Is there anyway to tell what quest is the "main" story quest? Right now I don't have any quests at all so I'm not sure what to do exactly 

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    Totori

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    #5  Edited By Totori
    @Tennmuerti:  
    • healing magic can heal escorts
    • Not all Augments carry over to every class. if you can equip it you can use it.
    • fire and holy
    • Core skills go to other vocations, if that vocation has them also.
    •  Bluemoon Tower
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    jacksukeru

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    #6  Edited By jacksukeru

    @Sackmanjones: If you go into the menu and press the button marked "Chronicle" it will bring up the text summation on what you did last, that might help you figure it out.

    If you're just looking for more quests there are such posted on all the different boards, they seem to be different from place to place too.

    Last story related thing I got was some kind of license for the wyrm hunt I was supposed to turn in somewhere, kinda have forgotten where. I decided to ignore it and finish up as many as I could of the other ones first.

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    Karkarov

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    #7  Edited By Karkarov

    @Tennmuerti said:

    I've been playing for a couple of days and some stuff started to acumulate, brewing in my head, would be awesome if anyone knew the answers to these and could help out:

    • Is there a way to heal escorts? Besides the healing spell. I recently aswitched my main pawn frpom mage to sorcerer and i notice that the escorts dont regen at all, before my pawn used to heal them up. Considering how much time you spend hauling everyones asses around the continent them dying half way is a huge pain in the neck, and I don't want to tow a healer around just for that. (i just dont need a healer in the party atm, i'm getting overburdened by healin items)
    • It has been said that you can mix and match Augments. But i'm not seeing some of them reflected in the stats. For example the Fighter augment that gives 100 health is instantly visible in your stats, but the magic protection from Sorcerer or normal protection from Warrior altho say they give +50 on the wiki dont change my defensive stats at all. Are they even working? Is it a bug or supposed to be like that?
    • What are the most usefull weapon enchants to roll with? Considering you are kind of limited in your selection. I found that fire is great for a lot of monsters but beyond that it's a tossup frost/lightning. And something like Dark i have not yet seen a single creature weak to it :/
    • Do any Core skills transfer over classes? (i'm asking because core skills are purchased but you don't set them so can't see) Like for example Levitate, is it only enabled for mage/sorc or if i switch will say a warrior retain it?
    • When do you start getting thsoe Phase Crystals or whatever that you can set to teleport to? I'm 30+ and have not found a single one. traveling from A to B is the most time consuming boring thing :/

    1: No, but you can always just stop and hire a healing mage pawn for that one escort mission. Remember you can favorite a pawn inside the rift or if you see them in the game world so it can be really easy to find a previous pawn you had to drop for the one mission.

    2: It works fine the people on the wiki just make crap up. There is no "statistical" change.

    3: I use mostly fire where I am in the game. Holy is really good for undead. Saurians hate ice. Thunder is good all around.

    4: Above dude is wrong, they always transfer but are based on weapons. You roll strider, you learn double jump, you switch magick archer and equip a dagger, you can still double jump. You go Assassin and use a sword though.... no more double jump.

    5: Ur Dragon can drop one hahahahahaha!!!! You get one when you fight the Griffon in the story mission at Bluemoon tower.

    @RockmanBionics: Nope, short of a guide anyway. If a sidequest is important to you I suggest doing it as soon as you find it.

    @Sackmanjones said:

    I too would like to ask a question. Is there anyway to tell what quest is the "main" story quest? Right now I don't have any quests at all so I'm not sure what to do exactly

    That is easy, all of them are obvious. When you meet Rook Adaro says go to the encampment, when you get there Rook says lets look at the rift stone, the riftstone says go kill a cyclops, yada yada yada. Whenever a quest ends in "boom rewards!" and has no "and now go here to do this thing!" it is not a story mission. Any missions from Maximilian for example are story missions, they always lead to a new mission or a "go talk to this guy" situation. Conversely one of the job boards or missions you get just by seeing random dude X on the street are story missions. Story missions always tell you what to do next and always lead to another mission.

    Oh edit here, if you currently don't have one it is because someone told you to go talk to a dude and you haven't done it yet. It is also possible the post game quests dont start until you talk to a particular guy...

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    Tennmuerti

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    #8  Edited By Tennmuerti

    Cool thanks for the replies. I guess i'll have to lug a healing mage around for escorts, sigh. But the fact that augments that increase your defence or magic defence aren't reflected in the stats and there is no way to see how much they add is a real bummer.

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    BraveToaster

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    #9  Edited By BraveToaster

    @Tennmuerti: You can skip the escort quests. I've only done 2 of them and went on to other side quests.

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    Tennmuerti

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    #10  Edited By Tennmuerti

    @BraveToaster said:

    @Tennmuerti: You can skip the escort quests. I've only done 2 of them and went on to other side quests.

    LOL ... i'm down to 2 escort quests now out of about a dozen available in different towns, now i regret doing them :P

    But if any more pop up after i advance the story yea i'll definately ingnore them (unless they are from NPCs i need to buddy up to)

    sigh, so much time wasted i'm nearing 40 and still have not even met the duke >.< still wearing realy old gear seeing other peoples pawns walk around all decked out at the same levels

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    BraveToaster

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    #11  Edited By BraveToaster

    @Tennmuerti: It took me a while to meet the Duke too. I tend to wander around, killing things in every open-world game I play. Go explore some caves and you'll definitely find some gear.

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    Canteu

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    #12  Edited By Canteu

    @Tennmuerti: Do you mean Ferrystones or Port Crystals?

    Ferrystones are set by default to teleport you back to the main city, so just buy a bunch of them from the counterfeiter.

    Travelling from A > B isn't as bad as A > B > A.

    They're super cheap, only 20k each. Totally worth it.

    Regarding gear. Exploration is key. I've found vendors at certain places selling full sets of really good gear, and unique weapons.

    Also, Fire and Holy. It's not worth taking the skill slots for any others.

    Edit: You all need to play Mystic Knight. It's OP as all hell. Great Cannon x 3 > All

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    benspyda

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    #13  Edited By benspyda

    Can't wait for this game to arrive in the mail. Well if I can drag myself away from Diablo to play it that is.

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    Tennmuerti

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    #14  Edited By Tennmuerti

    @BraveToaster:

    Just killed my first Drake in my shitty gear too, that took about an hour i think :/

    At least i got 2 pieces dragonforged. Are there any tips to take them down fast? I seem to be doing too little damage with my main character as he is fighter/mystic knight even wailing at the heart. Any magic/wepon enchants that works well against drakes?

    @Canteu:

    Which merchants where are they? The world is huge and travel takes forever, I've explored a bunch but so far haven't found much usefull a bastard sword and a fire sword that's about it :/

    Also whats so OP about Mystic knight? I just started the class and it's quite good and i'm having no dificulty with normal enemies at all, but that drake put me in my place. One grifin i met was no slouch either. What are the skills to get the most use out of the class?

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    BraveToaster

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    #15  Edited By BraveToaster

    @Tennmuerti: It took me a while the first time I fought one too. It's easy for me now because I just shoot arrows at its heart whenever it hovers above me. My main pawn launches a bunch of Offensive spells the Drake's rolling around, so that inflicts a ton of damage. Since you're a Mystic Knight, you're going to have to attack his wings until he can no longer fly. Make sure you attack its face so it drops some Dragon Horns. You may need those to upgrade some armor someone gives you later. I suggest you use the Almac, which is an ice sword. I was lucky enough to get that Dragon Forged after my second Drake battle, so it does a ton of damage.

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    Tennmuerti

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    #16  Edited By Tennmuerti

    @BraveToaster: Hmmm i didn't actually have any trouble with the drake staying up. It was almost always on the ground for me, and it's just the grabs and the groundpound and the twirling about swipes that kept doing damage to me. And when it flew up it's tail is still low enough to grapple on and get to his heart. Plus the stupid pawns kept dying to firebreath and other AoE i must have rezzed them half a dozen times each, sigh. The only problem in the fight was that I was doing do little damage even to the heart, then again I'm only using a simple Bastardsword +1 atm and didn't have any ice enchantments.

    It was mostly a fight of attrition I went through all my stamian stuff but still had plenty of healing items left. On the positive side at least my inventory clutter cleared up because of that lol and now I'm very light again. Plus i still got shitton of healing items in storage.

    Also on the positive side it was the first really really epic fight I had since starting playing :D

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    BraveToaster

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    #17  Edited By BraveToaster

    @Tennmuerti: I continue to farm that Drake so my Pawn gains combat knowledge. And, you're right, it is an epic battle. Wait until you fight the Cockatrice.

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    Karkarov

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    #18  Edited By Karkarov

    @BraveToaster said:

    @Tennmuerti: It took me a while the first time I fought one too. It's easy for me now because I just shoot arrows at its heart whenever it hovers above me. My main pawn launches a bunch of Offensive spells the Drake's rolling around, so that inflicts a ton of damage. Since you're a Mystic Knight, you're going to have to attack his wings until he can no longer fly. Make sure you attack its face so it drops some Dragon Horns. You may need those to upgrade some armor someone gives you later. I suggest you use the Almac, which is an ice sword. I was lucky enough to get that Dragon Forged after my second Drake battle, so it does a ton of damage.

    He has to get the almace first. Which requires doing one of those escorts he hated in a very specific way... or just getting lucky on a loot chest. Either way ranged dudes are great for the drake because it makes it easier to get him to land. Personally I use a White Hawk's Saber from the Berserk tie in gear. At max upgrade it is pretty nasty, at dragon forged level it is one of the top 5 swords in the game. It also helps I am an assassin, they actually have the highest physical damage growth of any class in the game so I tend to hit pretty hard. Mystic knights are cool cause they are a bit more all around stat wise and can actually take more than 4 hits ;p.

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    BraveToaster

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    #19  Edited By BraveToaster

    @Karkarov: You don't have to do the escort quest to receive Almac. I bought mine.

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    musubi

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    #20  Edited By musubi

    @Canteu: I played Mystic Knight for awhile and I've heard people raving about magic cannon. It never ended up clicking with me personally. On to Assassin myself. =p

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    snowninja845

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    #21  Edited By snowninja845

    @Tennmuerti said:

    @BraveToaster: Hmmm i didn't actually have any trouble with the drake staying up. It was almost always on the ground for me, and it's just the grabs and the groundpound and the twirling about swipes that kept doing damage to me. And when it flew up it's tail is still low enough to grapple on and get to his heart. Plus the stupid pawns kept dying to firebreath and other AoE i must have rezzed them half a dozen times each, sigh. The only problem in the fight was that I was doing do little damage even to the heart, then again I'm only using a simple Bastardsword +1 atm and didn't have any ice enchantments.

    It was mostly a fight of attrition I went through all my stamian stuff but still had plenty of healing items left. On the positive side at least my inventory clutter cleared up because of that lol and now I'm very light again. Plus i still got shitton of healing items in storage.

    Also on the positive side it was the first really really epic fight I had since starting playing :D

    My drake fight was good, although it only dragonforged three pieces of armor.

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    Canteu

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    #22  Edited By Canteu

    @Tennmuerti: This is just personal preference here but i use:

    Sword:

    Upgraded Blink Strike, Great Cannon, Ruinous Sigil

    Shield:

    Flame Riposte, Holy Furor, Flame Trance

    A quick question myself then. I know where theres a drake (near the shadow fort). Is it weak to ice? I don't really want to spend an hour fighting it so this would help :p

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    Rolfgang

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    #23  Edited By Rolfgang

    The core skills have at the end of the description a little [text]. So for example in the description of double jump is at the end [daggers], so it's a dagger skill. Now if you purchase it, everytime you wear daggers, you can do double jump. It's as simple as that!

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    deactivated-59a31562f0e29

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    Here's a question from me if anyone is still around - I'm about to meet the duke and I know it cancels quests cos I tried it once and the 'troublesome tome' quest got cancelled. Thought it might just cancel the quests you get from Maximilian if you hadn't completed them but apparently not.

    Anyway, so, I figured out all the quests with actual descriptions will cancel, whereas all the 'kill x number of x' quests stay active - my question is whether meeting the duke will cancel/lock out any quests you haven't even started yet? I have done any escort quests yet for example, besides Madeline in the intro ... and who knows if there are other people hanging around to give quests that I haven't seen yet

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    Karkarov

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    #25  Edited By Karkarov

    @BraveToaster said:

    @Karkarov: You don't have to do the escort quest to receive Almac. I bought mine.

    Yeah but you were able to buy it because you gave a guy a gold idol.... which comes from an escort quest.

    @drag: Yes and no. She only has a few quests. 1: get her to the encampment. 2: give her 1k gold, or not, totally optional but you should. 3: Escort her to Gran Soren. 4: Mason asks you to follow a knight leaving the castle, if you do so you tail him to a meeting with Madeline at a place that she eventually converts into a shop.

    All the rest of the quests involving her happen after you meet the duke. But yes, any non story missions you haven't completed and or haven't even acquired yet are canceled.

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    BraveToaster

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    #26  Edited By BraveToaster

    @Karkarov: You don't have to get a gold idol. I used the Bronze idol found in the Hillfigure cave and it was in I was able to buy the weapon. Trust me, I've only done 2 escort quests (Barnaby and clearing the Ancient Quarry).

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    Sackmanjones

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    #27  Edited By Sackmanjones

    If anyone could tell me how to change their vocation that would be awesome! I'm not too far in the game (just got to grab Soren) but I'm really interested in mixing things up

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    thomasnash

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    #28  Edited By thomasnash

    talk to the innkeeper at Gran Soren

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    Sterling

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    #29  Edited By Sterling

    @BraveToaster said:

    @Karkarov: You don't have to get a gold idol. I used the Bronze idol found in the Hillfigure cave and it was in I was able to buy the weapon. Trust me, I've only done 2 escort quests (Barnaby and clearing the Ancient Quarry).

    Depending on which Idol you give him (bronze, silver or gold) will will affect what he has available at certain stages, and your discount for them. And the Gold Idol is not done form doing escort quests, you get it form a quest titled Escort. Where you take Fournivals (sp?) daughter around the city and play hide and seek with her and have a race. If you do it correctly she rewards you with the gold idol, its the only way to get it.

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    Tennmuerti

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    #30  Edited By Tennmuerti

    @Demoskinos said:

    @Canteu: I played Mystic Knight for awhile and I've heard people raving about magic cannon. It never ended up clicking with me personally. On to Assassin myself. =p

    I figured out Greater Magic cannon.

    The thing is you can stack them on top of each other and they react to hits, I can stack 2 for example and perform that 1h wrilwind move which releases about a dozen or two dozen spheres and they do very decent damage (also based on your weapon enchantment so whetever element you want). And I am originally a fighter. I can see how with someone who went from mage to mystic knight and grabs some talents from sorcerer .... stack some spell power use a good staff, prolonged duration for spells, get 3 Greater Cannons stacked ... yeah that combo could absolutely rip everything apart. I'm using a frigin sword with an enchant and have no spellcasting talents or any decent spellpower and they are still efficient because of the huge amounts you can send out, not OP but definately viable in my case.

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    Canteu

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    #31  Edited By Canteu

    @Tennmuerti: They stack up to 4 times if you cast em quick enough btw.

    And you can chain them in a cool way, Stick a fire at the front, and if your enchantment runs out stick 2 normal behind it. If they pass through the fire they also attain that element.

    I've gotten into the end game since last night and I have to say, Ruinous Sigil is way more deadly than Great Cannon. Faster to cast, keeps your element, does way more damage and makes your pawns group up if you put it somewhere safe.

    Just a note, you cannot use grand cannon or sigil with a staff. They are sword/mace spells. I suggest Mace+Shield as you can just have a pawn use the crappy staff spells.

    I started as a Fighter but switched to Warrior ASAP so no magic blood in me, but i found a mace with over 400 magic on it. So my dude is pretty ripped :p

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    Tennmuerti

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    #32  Edited By Tennmuerti

    @Canteu:

    Problem with casting 4 Grand Cannons is that they start disappearing when you are just finishing placing them. I can place 3 right now at the same time without any spell Augments, but the first one will disappear a few seconds after placing the last one. It's more efficient to just place 2 in my case and have plenty of time to smack them with a 1h whirlwind move that hits each of them multiple times releasing a swarm of globes.

    I can see being able to place 4 (and still use them for a time) if you have faster casting Augment and the Augment that makes your spells last longer.

    Will definitely give Ruinous Sigil a try when I unlock it tho.

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    Welding

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    #33  Edited By Welding

    When selecting a Core Skill, you can see below it which classes have access to it (meaing youre buying it for all of them) as 9 different symbols.

    It's fairly small, but essential.

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    Canteu

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    #34  Edited By Canteu

    @Tennmuerti: I can get 3 down and use them for a good while no problem, no augments or anything. 4 is pushing it but possible.

    I just use regular melee, cos I don't want to be spending ST on it. And I only have 1 weapon attack on my skills.

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    Tennmuerti

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    #35  Edited By Tennmuerti

    @Canteu: Haha holy shit I just put down a couple of grand cannons on top of a fire while at the same time being inside higher miasma, that thing goes berzerk !!!!

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    Tennmuerti

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    #36  Edited By Tennmuerti

    @Karkarov: @BraveToaster:

    Hmm so I finally got the almace but just before it i got this pretty sick pure physical hammer, not sure what to use now. I tried testing it out on some goblins and bulls?/cows? and i'm not seeing that much difference at least not anything noticable.

    Even tho the hammer (seel beak) is 324 dmg and the almace is 172+261 i'm mostly getting the same results, not as it technically should be in favour of Almace.

    Which brings me to my real question how do exactly weapon buffs work? I've read their effects on the faqs board and the enemy weakness is a give obviously. But do they do anything beoyond that, like properly add dammage (aside from dark obv.) ? I'm just not sure how are my enchants are affecting the plain hammer and on the other hand an already icy Almace? For example does putting fire on an icy weapon just switch it's element to fire only and removes the ice effect for that duration completely? Or for example does p[utting an ice enchant on an ice weapon do anything at all?

    Sorry I just like knowing the mechanics of stuff.

    Do you have any experience to tell one way or another?

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    deactivated-5bb67033e3422

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    Just an fyi;

    Standing next to a rift stone will heal your pawns back to full health and casting a healing spell on undead hurts them a very nice AOE.

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    #38  Edited By BraveToaster

    @Tennmuerti: Almace has a chance of freezing an enemy. Physical weapons don't work against Phatasms, so I go for weapons that have magic attributes. I don't know what hammer you're referring to, but my Almace did decent damage before it was dragon-forged. I don't know how adding an ice enchantment would work, but I assume that it would the magic damage would stack onto the initial rate throughout the duration of the spell. Next time you have a mage in your party, check your weapon's stats before and after it casts Ice Affinity.

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    Tennmuerti

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    #39  Edited By Tennmuerti

    @BraveToaster said:

    @Tennmuerti: Almace has a chance of freezing an enemy. Physical weapons don't work against Phatasms, so I go for weapons that have magic attributes. I don't know what hammer you're referring to, but my Almace did decent damage before it was dragon-forged. I don't know how adding an ice enchantment would work, but I assume that it would the magic damage would stack onto the initial rate throughout the duration of the spell. Next time you have a mage in your party, check your weapon's stats before and after it casts Ice Affinity.

    It doesn't change the stats I already tested it out, none of the elemental spell buffs change the paperdoll damage on either magical or or physical weapons, casting ice on Almace doesn't do anything either at least not in terms of stats you can see.

    Hammer is Steel Beak.

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    #40  Edited By BraveToaster

    @Tennmuerti said:

    @BraveToaster said:

    @Tennmuerti: Almace has a chance of freezing an enemy. Physical weapons don't work against Phatasms, so I go for weapons that have magic attributes. I don't know what hammer you're referring to, but my Almace did decent damage before it was dragon-forged. I don't know how adding an ice enchantment would work, but I assume that it would the magic damage would stack onto the initial rate throughout the duration of the spell. Next time you have a mage in your party, check your weapon's stats before and after it casts Ice Affinity.

    It doesn't change the stats I already tested it out, none of the elemental spell buffs change the paperdoll damage on either magical or or physical weapons, casting ice on Almace doesn't do anything either at least not in terms of stats you can see.

    Hammer is Steel Beak.

    I just checked and got the same results. The magic damage remains the same, but the magic type changes depending on the enchantment. The advantage of magic weapons is that they have a chance of debilitating enemies. Steal Beak is decent when you upgrade it. I guess it boils down to your personal preference.

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    Tennmuerti

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    #41  Edited By Tennmuerti

    @BraveToaster said:

    @Tennmuerti said:

    @BraveToaster said:

    @Tennmuerti: Almace has a chance of freezing an enemy. Physical weapons don't work against Phatasms, so I go for weapons that have magic attributes. I don't know what hammer you're referring to, but my Almace did decent damage before it was dragon-forged. I don't know how adding an ice enchantment would work, but I assume that it would the magic damage would stack onto the initial rate throughout the duration of the spell. Next time you have a mage in your party, check your weapon's stats before and after it casts Ice Affinity.

    It doesn't change the stats I already tested it out, none of the elemental spell buffs change the paperdoll damage on either magical or or physical weapons, casting ice on Almace doesn't do anything either at least not in terms of stats you can see.

    Hammer is Steel Beak.

    I just checked and got the same results. The magic damage remains the same, but the magic type changes depending on the enchantment. The advantage of magic weapons is that they have a chance of debilitating enemies. Steal Beak is decent when you upgrade it. I guess it boils down to your personal preference.

    Well i couldn't find any griffin great claws to upgrade the hammer yet the Almac upgrade with feathers was super easy to level 3. So that pretty much decided it.

    Tho now that I changed how my armor looks the hammer looks more bad ass with it, as the sword is a bit too dainty.

    Ghaaaa!

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